Gallifreyan Time Lord R.C.C. Alignments: any, usually good, though rather neutral. Players should be rogues, selfish or aberrant. Attribute dice: IQ:12+3d6 ME:10+3d6 MA:4d6 (physical attributes vary with form, first body human = PS: 4d6 PP:3d6 PE:5d6 PB:3d6 SPD:3d6) HP:pe+3d6+1d6 per level SDC:50+6d6+bonuses PPE: 3d6 Description: Residing on the planet Gallifrey, Time Lords are the first race to appear in the universe, and, as such, are capable of time travel, as well as other technological marvels. They are usually pacifist and neutral on all matters that don’t directly threaten them, or the universe as a whole. Occasionally, though, a time lord will get bored, or just get megalomaniacal, these rogue Time Lords will roam the galaxy, either trying to help it, or control it. Gallifrey itself is almost impregnable, it’s covered by a field that can’t be breached except by Tardises. Disposition: Time Lords, on the whole, are a rather neutral bunch, time and space can do that to a person. They prefer not to get involved in the universes affairs, because they could screw up the time stream. Rogues can have any disposition, and are usually very meddlesome, be it for good or evil. Appearance: Time lords generally look like humans, though at times, they can look like anything they want. The only thing that could tell them apart from what they look like, aside from a full medical exam, is the fact that they possess two hearts. Enemies: Daleks, Cybermen, Demons, evil Time Lords, Splugorth, anyone who has tangled with them. Allies: Humans, Draconians, basically good races Special abilities: 1. Two hearts: this allows them to survive fatal wounds to one heart, small caliber weapons fire that hits where a human heart would be would graze both hearts, hurting neither much. 2. Respiratory bi-pass: they can bi-pass most of their respiratory functions, this allows them to hold their breath for a number of minutes equal to their PE attribute and breath in a poisonous environment for PEx10 minutes. 3. resistance to cold and heat( half damage.) 4. Vacuum proof: can survive in space exposed for PE minutes, with a helmet for PEx20 minutes. 5. Advanced vision and hearing: night vision: 1000 ft, 3x hearing, telescopic vision: 5000ft 6. Psionic powers, see psionics 7. Symbiotic nuclei : This genetic formation, unique to the Time Lords, allows them to travel in time without breaking up. Any time machine that has never been used by a Time Lord, or another race that possesses such a rare genetic structure( none known) will simply break-up in the vortex. 8. Inhuman metabolism: Time Lords are not human and as such are built differently. On a successful save vs. Non-lethal or lethal poison, a Gallifreyan can negate any affects, selectively, of any type of drug. For example, they could take a drug that increases speed and perception, but lowers the ability to deal with reality, and simply discard the mind altering affects. One item of note, however, is that one dose of aspirin is lethal to Gallifreyans. 9. Regeneration: this unique ability allows the Time Lord to regenerate all their sdc, hp, and lost limbs, within about a minute. Their are several draw backs, however. One, it can only be performed twelve times in one life, the thirteenth time, he dies. Two, it’s risky, on Gallifrey, with their technology, the success ratio is 90%, is safe conditions, with access to a tardis, the ratio is 80%, in the field, or if they are in mortal danger while the Time Lord is still recovering, the ratio drops to 40%. If the regeneration fails roll on the regeneration failure table. Third, the time lord will be unable to function properly for 1 week minus 4 hours per ME point. During this period, it is best that they stay in the tardis null-room, or in a Gallifreyan medical center. Third, for every regeneration, they change appearance, this is the only time that they can alter their appearance. If they initiate the regeneration by themselves, or if it is a safe regeneration, they can pick attributes off the regeneration table. If they are forced into the regeneration, like if they’re in a coma or their hp and sdc are at negative 5, even if the regeneration doesn’t fail, roll on the regeneration table randomly, you have no choice in what comes up. Starting equipment: one tardis probably a lower model, a few high tech tools, plenty of equipment, any fake id that is needed, and a few odds and ends. Money: 1d6x2,000,000 cr in various valuable coins, unlimited credits in any areas that run on computerized banking systems( money cards, credit pens, etc.). OCC skills: Time Lords are usually well versed in many areas, all skills +20%: Radio: basic Basic electronics electrical engineer tardis electronics( 10%+skill bonus + 5% per level) basic mechanics tardis mechanics(15%+skill bonus+5% per level) computer operation computer programming computer hacking biology chemistry chemistry: analytical Math: B + A languages: pick 5 w/ lit pilot tardis(20%+skill bonus+5% per level) navigation OCC related: can pick 7 skills plus 1 per 2 levels any skills Secondary skills: pick 3 Psionics: ME + 2d6 ISP, get the following psionics: induce sleep, resist fatigue, astral projection, death trance, mind block, resist hunger and thirst, mind bond, and either group mind block, hypnotic suggestion, or auto mind block. Saves: +6 vs. poison gas, +3 vs. psionics Cybernetics: won’t get any, don’t like the things. Experience: use operator’s experience chart. Life span: 4,000 years at most. Regeneration table note: add-ons to attributes are added to the original stats, not the previous. 01-10 increased intelligence: add 1d6 to IQ, add five OCC skills(kept into next incarnation) - 1d6 to PB and PS. 11-15 increased strength: add 1d6 to PS, subtract 3 for IQ, permanently remove one skill( player’s choice. 16-25 distracter: add 2d6 to PP, 1d6 to SPD, add play instrument, acrobatics, and gymnastics, subtract 1d6 from PB 26-35 arrogant jerk: add 3 to IQ, add 1d6 to ME, subtract 1d6 from MA 36-37 extra arms: 1d6 extra arms, add 1d6 to PS, -1d6 to PB 38-40 extra legs: 1d4 extra legs, add 2d6 to SPD, -1d6 from PB 41-60 similar form: no attribute change, just appearance 61-75 pick two( roll again twice) 76-80 bewitcher : add 4 to IQ, add 2d6 to MA, add 3 to PB 81-99 alien race: : pick one non-human, non-MDC race. Gets their attributes, higher or lower, except for mental attributes keeps psionics and special abilities. 00 Reversion to ancient Gallifreyan(can’t be picked, must be rolled) : +3d6 to ISP, telepathy plus select two of the following: super telekinetics, telemechanics, pyrokines, hydrokines, TK shield, mind bolt. Failed Regeneration Table 01-10 half size: PS/2, SPD/2, PE/2 11-15 death: instant death 15-20 uses 2 regenerations: subtract two regenerations from total, roll randomly of successful regeneration table 21-30 insanity: roll on random insanity table 31-35 roll again twice 36-37 extra arms: 1d6 extra arms, add 1d6 to PS, -1d6 to PB 38-40 extra legs: 1d4 extra legs, add 2d6 to SPD, -1d6 from PB 41-45 death: instant death 46-50 uses three regenerations: subtract three regenerations from total, roll randomly of successful regeneration table 51-60 insanity: roll twice on the random insanity table. 61-65 fur: the body is covered with short fur 66-70 frail body: -2d6 PS, 2d6 PP, 1d6 IQ, 2d6 ME, 2d6 SPD, 1d6 PE 71-75 max out regenerations: subtract all regenerations from total, roll randomly of successful regeneration table 75-80 death: instant death 81-90 alien apearance: pick a monsterous or hideous sdc monster 91-99 loss of psionics: complete loss of all psionic powers, ISP unchanged, goes into ISP overload once every 1d6 days, telekinetic bursts lash out doing 3d6 sdc to all surrounding objects, can’t time this ability. 00 veg-out: -5d6 IQ, losses all skills, even after regeneration loses 2d6 IQ and fifteen skills permenently. Palladium RPG converted by Majin-Buu, Time Lords, Tardises, and Doctor Who © Doctor Who and BBC television